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6/e. Chapter 4. Pengembangan PL ... Menghasilkan … ▫ PL yang secara cepat dan bertahap disajikan. ... Metode Pengembangan Sistem Dinamis. (Dynamic ...
Catatan Kuliah

Rekayasa Perangkat Lunak (Software Engineering)

These courseware materials are to be used in conjunction with Software Engineering: A Practitioner’s Approach, 6/e and are provided with permission by R.S. Pressman & Associates, Inc., copyright © 1996, 2001, 2005

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Software Engineering: A Practitioner’s Approach, 6/e

Chapter 4 Pengembangan PL

These courseware materials are to be used in conjunction with Software Engineering: A Practitioner’s Approach, 6/e and are provided with permission by R.S. Pressman & Associates, Inc., copyright © 1996, 2001, 2005

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Manifesto bagi Pengembangan PL yang Tangguh “We are uncovering better ways of developing software by doing it and helping others do it. Through this work we have come to value: •Individuals and interactions over processes and tools •Working software over comprehensive documentation •Customer collaboration over contract negotiation •Responding to change over following a plan That is, while there is value in the items on the right, we value the items on the left more.” Kent Beck et al These courseware materials are to be used in conjunction with Software Engineering: A Practitioner’s Approach, 6/e and are provided with permission by R.S. Pressman & Associates, Inc., copyright © 1996, 2001, 2005

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Apakah yang dimaksud “Tangguh”? Respon Efektif (cepat dan adaptif) pada Perubahan  Komunikasi Efektif terhadap semua stakeholders  Melibatkan konsumen pada tim  Mengorganisasi sebuah tim sehingga kinerjanya dapat dikendalikan Menghasilkan …  PL yang secara cepat dan bertahap disajikan. 

These courseware materials are to be used in conjunction with Software Engineering: A Practitioner’s Approach, 6/e and are provided with permission by R.S. Pressman & Associates, Inc., copyright © 1996, 2001, 2005

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Proses yang Tangguh 





 

Diarahkan oleh gambaran konsumen terhadap apa yang dibutuhkan (skenario) Menyadari bahwa rencana biasanya berumur pendek Mengembangkan PL secara iteraif dengan tekanan pada aktivitas konstruksi Menyajikan pertumbuhan PL jamak Beradaptasi seiring dengan perubahan yang terjadi

These courseware materials are to be used in conjunction with Software Engineering: A Practitioner’s Approach, 6/e and are provided with permission by R.S. Pressman & Associates, Inc., copyright © 1996, 2001, 2005

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Extreme Programming (XP)  

Proses tangguh yang paling luas digunakan, yang dipelopori oleh Kent Beck Perencanaan XP  

  

Mulai dari “keinginan user” Tim memeriksa setiap keinginan dan menyebutkan harga Keinginan2x tersebut dikelompokkan untuk proses penyelesaian yang bertahap Komitmen dibuat pada tanggal penyajian Setelah tahap pertama, “kecepatan proyek” digunakan untuk membantu menentukan tanggal berikutnya bagi tahapan yang lain

These courseware materials are to be used in conjunction with Software Engineering: A Practitioner’s Approach, 6/e and are provided with permission by R.S. Pressman & Associates, Inc., copyright © 1996, 2001, 2005

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Extreme Programming (XP) 

XP Design 

  



XP Coding  



Mengikuti prinsip KIS Mendorong penggunaan kartu CRC Untuk permasalahan desain yang sukar, menyarankan penggunaan “spike solutions” sebuah desain prototipe Mendorong “refactoring”—sebuah perbaikan iteratif terhadap desain program internal Merekomendasikan konstruksi tes unit sebelum coding dimulai Mendorong “pair programming”

XP Testing  

Semua tes unit dieksekusi setiap hari “tes penerimaan” ditentukan oleh konsumen dan dieksekusi untuk melihat fungsionalitas konsumen nyata

These courseware materials are to be used in conjunction with Software Engineering: A Practitioner’s Approach, 6/e and are provided with permission by R.S. Pressman & Associates, Inc., copyright © 1996, 2001, 2005

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Extreme Programming (XP) simple design CRC cards

spike solut ions prot ot ypes

user st ories values accept ance t est crit eria it erat ion plan

ref act oring pair programming

Release sof t ware increment project v elocit y comput ed

unit t est cont inuous int egrat ion

These courseware materials are to be used in conjunction with Software A Practitioner’s Approach, 6/e and are provided accept ance t estEngineering: ing with permission by R.S. Pressman & Associates, Inc., copyright © 1996, 2001, 2005

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Pengembangan PL Adaptif  

Dipelopori oleh Jim Highsmith ASD — karakter yang membedakan      

Perencanaan berbasis misi Fokus berbasis komponen Menggunakan “time-boxing” Konsideran eksplisit pada resiko Menekankan kolaborasi bagi pengumpulan kebutuhan Menekankan pembelajaran melalui proses

These courseware materials are to be used in conjunction with Software Engineering: A Practitioner’s Approach, 6/e and are provided with permission by R.S. Pressman & Associates, Inc., copyright © 1996, 2001, 2005

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Adaptive Software Development adapt ive cycle planning uses mission st at ement project const raint s basic requirement s

Requirement s gat hering JAD mini-specs

t ime-boxed release plan

Release sof t ware increment adjust ment s f or subsequent cycles

component s implement ed/ t est ed f ocus groups f or f eedback f ormal t echnical reviews post mort ems Approach, 6/e and are provided These courseware materials are to be used in conjunction with Software Engineering: A Practitioner’s with permission by R.S. Pressman & Associates, Inc., copyright © 1996, 2001, 2005

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Metode Pengembangan Sistem Dinamis (Dynamic Systems Development Method)  

Dipromosikan oleh konsorsium DSDM (www.dsdm.org) DSDM—karakter yang membedakan  

Mirip dalam banyak dengan XP dan/atau ASD Sembilan prinsip-prinsip panduan : 

Pelibatan user secara aktif adalah keharusan.



Tim DSDM harus diberdayakan untuk mengambil keputusan.



Fokus pada penyajian produk sesering mungkin.



Penerimaan dari tujuan bisnis adalah kriteria esensial untuk penerimaan penyajian.



Pengembangan bertahap dan berulang dibutuhkan untuk fokus pada solusi bisnis yang akurat.



Semua perubahan selaman pengembangan dapat dibalik.



Kebutuhan adalah dasar pada level tinggi



Pengujian terintegrasi dalam siklus kehidupan.

These courseware materials are to be used in conjunction with Software Engineering: A Practitioner’s Approach, 6/e and are provided with permission by R.S. Pressman & Associates, Inc., copyright © 1996, 2001, 2005

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Dynamic Systems Development Method

DSDM Life Cycle (with permission of the DSDM consortium) These courseware materials are to be used in conjunction with Software Engineering: A Practitioner’s Approach, 6/e and are provided with permission by R.S. Pressman & Associates, Inc., copyright © 1996, 2001, 2005

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Scrum  

Diusulkan oleh Schwaber dan Beedle Scrum—Karakter yang membedakan  

 



Kerja pengembangan dipartisi menjadi “paket” Pengujian dan dokumentasi berjalan seiring dengan konstruksi produk Kerja terjadi dalam “Sprint” dan diturunkan dari “backlog” kebutuhan yang ada Pertemuan sangat pendek dan beberapa kali diadalah tanpa kursi “Demo” ditunjukkan pada konsumen dengan alokasi time-box

These courseware materials are to be used in conjunction with Software Engineering: A Practitioner’s Approach, 6/e and are provided with permission by R.S. Pressman & Associates, Inc., copyright © 1996, 2001, 2005

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Scrum

Scrum Process Flow (used wit h permission)

These courseware materials are to be used in conjunction with Software Engineering: A Practitioner’s Approach, 6/e and are provided with permission by R.S. Pressman & Associates, Inc., copyright © 1996, 2001, 2005

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Crystal  

Diusulkan Cockburn dan Highsmith Crystal—karakter yang membedakan 





Secara aktual sebuah model proses keluarga yang memungkinkan manuver berdasar karakteristik permasalahan Komunikasi tatap muka ditekankan Menyarankan penggunaan workshop refleksi untuk review kebiasaan kerja tim

These courseware materials are to be used in conjunction with Software Engineering: A Practitioner’s Approach, 6/e and are provided with permission by R.S. Pressman & Associates, Inc., copyright © 1996, 2001, 2005

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Feature Driven Development  

Diusulkan oleh Peter Coad et al FDD—karakter yang membedakan 

Penekanan pada definisi “features” 



Menggunakan template feature 





a feature “is a client-valued function that can be implemented in two weeks or less.” the a(n)

Daftar feature dibuat dan “perencanaan berdasar “feature” dilakukan Desain dan konstruksi bergabung dalam FDD

These courseware materials are to be used in conjunction with Software Engineering: A Practitioner’s Approach, 6/e and are provided with permission by R.S. Pressman & Associates, Inc., copyright © 1996, 2001, 2005

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Feature Driven Development

Reprinted with permission of Peter Coad

These courseware materials are to be used in conjunction with Software Engineering: A Practitioner’s Approach, 6/e and are provided with permission by R.S. Pressman & Associates, Inc., copyright © 1996, 2001, 2005

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Agile Modeling  

Diusulkan oleh Scott Ambler Menyarankan prinsip2x agile modeling 

  



Model dengan sebuah tujuan Menggunakan banyak model Isi lebih penting dari representasi Mengetahui model dan tool yang digunakan untuk membuatnya Beradaptasi secara lokal

These courseware materials are to be used in conjunction with Software Engineering: A Practitioner’s Approach, 6/e and are provided with permission by R.S. Pressman & Associates, Inc., copyright © 1996, 2001, 2005

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